shadow casting?

    Apr 06 2009 | 3:23 am
    hi, newbie here to jitter and 3D, trying to figure out how to have an object cast a shadow on to another object. self-shadow not necessary at this point. searched forums and googled around for a while but came up with nothing. there's only one other post in the forum i could find about this (?!), which states jitter does not do this but might soon - but that was 6 years ago. does it still not do this? also the patch in that post does not work for me in Max 5 (meaning i see the drawn shadow in the lower left but not in the final output window).
    assuming i can figure out the workaround technique in that patch, is this still a good (i.e. easy but with decent accuracy) approach to take?

    • Apr 06 2009 | 10:42 pm
      ive been using @capture texturename attribute to render objects to textures and then blend them onto the shadowed object, but its not very great way to do this. Also there is mention of shadows in the texture reference but I cant find any info on how to use it. I have been trying for years to do this but no luck yet.
    • Apr 07 2009 | 12:12 am
      heres a fixed version of the previous thread patch with my own spicey improvements
    • Apr 07 2009 | 12:16 am
      another variation, I realized it might be easier to see the shadow if I turned on the polys
    • Apr 07 2009 | 6:47 am
      nice examples!
    • Apr 07 2009 | 9:12 am
      Very nice! Definitely a good example of using multiple renders. Notes: - I think the shadow has a 1 frame delay, it's easier to see if you slow down the movie rate. - In this example, the shadow seems to be mirrored. Easy to resolve.
      Would be a nice quest to try to make this into something more generic for an entire setup. But no time for that at the moment...
    • Apr 07 2009 | 3:17 pm
      I think I can probably make a way easier abstraction to deal with this, Ill try it out in a bit.
    • Apr 08 2009 | 6:20 am
      axiom, thanks for this, very helpful. i can learn from this and do something close to what i want for now, although eventually i will come back for help with getting higher quality overlapping shadows. look forward to any improvements/abstractions you or others make in the meantime...
      thanks again.
    • Apr 26 2009 | 12:49 am
      just getting back to this and trying to untangle your example patch. can you be so kind as to re-post your example with just a simple cube? easier to learn what's going on. i did it myself but somehow having flickering and some trouble moving the "light source," i.e. render s2, around. also i cannot figure out how to make shadow generation not lag one frame behind, as bas van der graaff pointed out...
    • Apr 26 2009 | 1:56 am
      sorry, dont have time to do that any time soon